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5ead/monsters/md/creature_codex/knight-of-the-road.md
2025-06-07 07:58:30 -05:00

2.7 KiB

Knight of the Road

Medium Humanoid lawful evil

  • Armor Class: 16 (breastplate)
  • Hit Points: 117 (18d8+36)
  • Speed: walk 30 ft.
  • Challenge Rating: 5 (1,800 XP)
  • Source: Creature Codex, page 58
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 16 (+3)
  • Saving Throws: Dex +7, Con +5, Wis +4, Cha +6
  • Skills: arcana +5, nature +5, perception +4, stealth +7, survival +4
  • Senses: darkvision 60 ft., passive Perception 14
  • Languages: Common, Elvish, Umbral

Special Abilities

  • Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
  • Keen Sight: The shadow fey has advantage on Wisdom (Perception) checks that rely on sight.
  • Obscure the Way (1/Day): As a bonus action, the shadow fey designates a creature it can see within 100 feet and obscures the creature and its companions' travel on a particular shadow road. That shadow road will not open for the designated creature or its traveling companions except through powerful magical means such as by a key of Veles. In addition, that shadow road won't lead to its usual destination for the designated creature or its traveling companions, instead leading the group in a meandering loop. This effect lasts for 9 (2d8) days, until the shadow fey removes the effect, or until the shadow fey dies.
  • Shadow Traveler (3/Day): As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.
  • Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Traveler in Darkness: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.

Actions

  • Multiattack: The knight of the road makes two longsword attacks or two shortbow attacks.
  • Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
  • Lance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
  • Shortbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.